package simulator import ( "fmt" "log" "strings" "time" ) //Simulator contains the main game state type Simulator struct { Place *Pod Player *Player Px, Py int Time int stop chan bool } //NewSimulator creates a new simulator instance func NewSimulator() *Simulator { pod := newPod() player := NewPlayer() log.Println("loading items") initItems() log.Println("loading techs") loadTechs("data/tech.toml") log.Println("loading resources") loadResources("data/items.toml") log.Println("loading converters") loadConverters("data/converters.toml") if len(GlobalItems) < 1 { panic("Loaded items but nothing in global items table") } if len(GlobalTechs) < 1 { panic("Loaded items but nothing in global items table") } pod.Place(newResource(lookupByName("tea").ID()), 4, 4) player.Resources[itemType(1)] = 30 player.Resources[itemType(3)] = 5 pod.Tiles[0][0].User = player player.Announce("Game started") return &Simulator{pod, player, 0, 0, 0, make(chan bool)} } //Start begins the simulation, non blocking func (s *Simulator) Start() { go s.main() } //Stop ends the simulation func (s *Simulator) Stop() { s.stop <- true } //Input sends a command to the simulator func (s *Simulator) Input(cmd string) { cur := s.Place.Tiles[s.Px][s.Py] cmdS := strings.Split(cmd, " ") switch cmdS[0] { case "get": if cur.Building != nil { if cur.Building.Type() == resourceObject { build := cur.Building.(*Resource) prod := build.Get() if prod.Kind != 0 && prod.Value > 0 { s.Player.Resources[prod.Kind] = s.Player.Resources[prod.Kind] + prod.Value s.Player.Announce(fmt.Sprintf("Gathered %v %v", prod.Value, GlobalItems[prod.Kind].Describe())) } } } case "place": if len(cmdS) < 2 { return } item := cmdS[1] s.Player.Announce(fmt.Sprintf("placing %v", item)) obj := lookupByName(item) switch obj.Type() { case emptyObject: return //case producerObject: //obj = obj.(Producer) case consumerObject: obj2 := obj.(Converter) res := s.Place.Place(newConverter(obj2.ID(), s.Player), s.Px, s.Py) if res { s.Player.Resources[obj2.ID()] = s.Player.Resources[obj2.ID()] - 1 } case resourceObject: obj2 := obj.(Resource) if obj2.Buildable { res := s.Place.Place(newResource(obj2.ID()), s.Px, s.Py) if res { s.Player.Resources[obj2.ID()] = s.Player.Resources[obj2.ID()] - 1 } } } case "craft": if len(cmdS) < 2 { return } item := cmdS[1] s.Player.Announce(fmt.Sprintf("Crafting %v", item)) obj := lookupByName(item) switch obj.Type() { case emptyObject: return case consumerObject: obj2 := obj.(Converter) i := 0 for _, v := range obj2.Costs { if s.Player.Resources[lookupByName(v.Name).ID()] >= v.Value { i++ } } if i == len(obj2.Costs) { for _, v := range obj2.Costs { s.Player.Resources[lookupByName(v.Name).ID()] = s.Player.Resources[lookupByName(v.Name).ID()] - v.Value } s.Player.Resources[lookupByName(obj2.String()).ID()] = s.Player.Resources[lookupByName(obj2.String()).ID()] + 1 } } case "left": res := s.Place.MovePlayer(s.Px, s.Py, s.Px, s.Py-1) if res != nil { s.Py = s.Py - 1 s.Player.CurrentTile = res } case "right": res := s.Place.MovePlayer(s.Px, s.Py, s.Px, s.Py+1) if res != nil { s.Py = s.Py + 1 s.Player.CurrentTile = res } case "up": res := s.Place.MovePlayer(s.Px, s.Py, s.Px-1, s.Py) if res != nil { s.Px = s.Px - 1 s.Player.CurrentTile = res } case "down": res := s.Place.MovePlayer(s.Px, s.Py, s.Px+1, s.Py) if res != nil { s.Px = s.Px + 1 s.Player.CurrentTile = res } case "quit": s.Stop() } } func (s *Simulator) main() { ticker := time.NewTicker(1 * time.Second) for { select { case <-s.stop: return case <-ticker.C: s.Time = s.Time + 1 s.Place.Tick() s.Player.research() } } }